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#ActualValoo

Posted 27 June 2013 - 04:24 PM

Sorry, no offense,
but i think i dont really understand you. I dont need a synchronized physics simulation. And i dont understand the 'intended for a particular timestep', like 'no, you should not press jump right now'?
The events i need (MoveStart, MoveUpdate, MoveStop) are in the right order if that's what you mean. I also send them ordered (Lidgren reliableOrdered).
For now, if i just instantly reroute the movement updates, the interpolation on each client looks very smooth. I'm just concerned about the amount of packets this generates and so whether it's a good or bad idea to have a fixed interval at which i sample the interpolated movement on the server and instead distribute that.

For the different speeds on different machines. I use Unity and try to relate everything that needs it to the deltaTime, so it should be the same on each client.

(I'm not a professional programmer, so i may have used certain terms in the wrong context, but i hope it can still be understood; english is also not my mothertongue)

But maybe i should just test each option to see myself.

Thank you for your help so far.

#2Valoo

Posted 27 June 2013 - 04:22 PM

Sorry, no offense,
but i think i dont really understand you. I dont need a synchronized physics simulation. And i dont understand the 'intended for a particular timestep', like 'no, you should not press jump right now'?
The events i need (MoveStart, MoveUpdate, MoveStop) are in the right order if that's what you mean. I also send them ordered (Lidgren reliableOrdered).
For now, if i just instantly reroute the movement updates, the interpolation on each client looks very smooth. I'm just concerned about the amount of packets this generates and so whether it's a good or bad idea to have a fixed interval at which i sample the interpolated movement on the server and instead distribute that.

For the different speeds on different machines. I use Unity and try to relate everything that needs it to the deltaTime, so it should be the same on each client.

(I'm not a professional programmer, so i may have used certain terms in the wrong context, but i hope it can still be understood; english is also not my mothertongue)

But maybe i should just test each option to see myself.

Thank you for your helping so far.

#1Valoo

Posted 27 June 2013 - 04:22 PM

Sorry, no offense, but i think i dont really understand you. I dont need a synchronized physics simulation. And i dont understand the 'intended for a particular timestep', like 'no, you should not press jump right now'? The events i need (MoveStart, MoveUpdate, MoveStop) are in the right order if that's what you mean. I also send them ordered (Lidgren reliableOrdered). For now, if i just instantly reroute the movement updates, the interpolation on each client looks very smooth. I'm just concerned about the amount of packets this generates and so whether it's a good or bad idea to have a fixed interval at which i sample the interpolated movement on the server and instead distribute that. For the different speeds on different machines. I use Unity and try to relate everything that needs it to the deltaTime, so it should be the same on each client. (I'm not a professional programmer, so i may have used certain terms in the wrong context, but i hope it can still be understood; english is also not my mothertongue) But maybe i should just test each option to see myself. Thank you for your helping so far.

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